Search Amazon.com:
Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us $3,400 per month for bandwidth bills alone, and since we don't believe in shoving popup ads to our registered users, we try to make the money back through forum registrations.
«2 »
  • Post
  • Reply
wrl
Sep 17, 2004
omg<3kittens



The Quivira creaks and groans under the constant battering of waves from a tumultuous sea. A stormy night caps a long stormy day. It was making the trip back to port take far longer than they had anticipated and the crew was getting restless, eager to unwind a bit. Their cargo on board, they were on the final leg of their two week journey.

The boat tipped in every direction, the waves hitting with no consistent pattern. Everything in the belly was bolted down, even the playing cards had hooks fastened on to keep them from sliding off the table. Wet boots and pantaloons hung from anything and everything, besmirching the fine Elven craftsmanship.

Up top only the bare necessities had to stick it out in the rain. Nung’s iron stomach had earned him the job of lookout, the roost waving back and forth at breakneck speed. Davas had the wheel, chivalry was dead at sea, she’d have to play her part.

TUNK...

The sound of the hull being slapped by something. It grabbed the attention of some of the crew. Was it some rogue flotsam?

TUNK! TUNK!

Something was rapping hard against the port-side hull. The crew rose quickly to attention as the sound continued and was suddenly joined by a piercing whistle from Nung; the siren that meant ‘get your rear end to the deck.’

Streaming out of the doorway to the lower deck, the swarm of gun and sword wielding sailors, some still in their pyjamas, are met by a group of slimy, seaweed-wearing shark-men, pulling their way over the edge of the ship in number.

“SHARKERS!” Someone yelled.

Their kelp-ropes with barnacle hooks latch tight from the wooden railings to something heavy beneath the surface of the angry sea, angling the ship down towards the port-side.

The crew awaits your command. What do you do?

The slippery, angled surface of the deck is making it difficult to get around. Defy Danger +DEX to move across it, or +STR if you have something to hold on to.

wrl fucked around with this message at Mar 8, 2013 around 20:57

Adbot
ADBOT LOVES YOU

wrl
Sep 17, 2004
omg<3kittens

Please include your character sheet in your first post. In each further post, please bold your character name at the top and include relevant information (debilities, current HP, Hold, etc).


(Awaiting Inga's response to give you a rough location on the map)

~Map Key~
Blue Star - Ironsalt (courtesy of Baldric)
Green Square - Damasco (courtesy of Marcos)
Yellow Circle - The Froglands (courtesy of Marcos)
Purple Circle - Hirik (courtesy of Tessok)
Orange Triangle - Lankspire (courtesy of Tessok)
Teal Star - The Elven Old Capitol (courtesy of Marcos)
A - Seathrone Isles. Folks say, way back 'fore any these powers lay claim to the dirt around the Cursed Sea, the whole mess was ruled from these here rocks. People even say the whole 'curse' part o' the Cursed Sea comes from somethin' bad happened here. Ya'd have ta ask the pirates that live in the ruins now. (courtesy of Gurg)
B - Sweetwater Bay. Ah, home, sweet home. Calmest waters you'll find 'round these parts. Famous fer the crop o' pearls big as yer fist. E'ry season. Little slice a paradise, right here next ta hell's own rear end in a top hat. (courtesy of Gurg)
C - Ironbone Cape. Miserable chunk o' weathered rock. Worst storms the Cursed Sea can muster tend ta crash in ta land here. Along with all the poor sod that get caught in 'em. First time I came west, nearly got smashed against this here rock. Folks say you can count on one hand number a days it ain't gettin' whipped with the worst storms you ever seen. Pert' near cuts east from west out there. (courtesy of Gurg)

pre:
The Crew
Cost:            Money
Loyalty:         1
Warrior:         3
Protector:       3
Salty Sea Dogs:  3 This is a made up skill; I'm thinking maybe it aids us in exciting ship chase scenarios?
"Welcome aboard the good ship Quivira, crewmates! My, but you're a salty lot --- look at the scars on this one! What's your name again? Karva? I'm frightened to think what the other guy must look like! A squid, you say? We'll have to chat about that sometime later, I have a feeling there just might be a song worth singing in there. And you! Tergana, right? You make sure to take it easy on the oars, hear? Don't want you tearing the boat apart with those arms, now, do we? Look at these arms, Inga! Like bloody tree trunks! Ah, but I'm getting derailed from the point again.

Right. Ahem. Welcome to the noble and good profession of pirate hunting. Stick around, don't fall in the ocean or get stabbed and you just might find yourself in the songbooks of tomorrow, gracing the page beside such old heroes as Ironface Lemme and Jeng the Blooded. Any number of motivations might bring a person into the business: Nung, I know they burned your fields and destroyed your livelihood. Davas, they killed your husband and took your ship. Alag, well, I get the feeling you just like punching people. And that's okay by me! At the end of the day, there's one motivation that unites us all, and that's coin. Pirate hunting can be a lucrative business, and as long as you keep your head focused and avoid being stupid, you'll all come away from this rich.

Salty Sea Dog
When your order your crew to attempt a difficult maneuver or dangerous attack with the ship, roll +SALTY SEA DOGS. On a 10+ they succeed. On 7-9 you succeed but the GM will give you the choice of a worse outcome, hard bargain, or ugly choice.

wrl fucked around with this message at Mar 8, 2013 around 21:59

Benny Profane
Feb 23, 2012

approaching the apocheir

Baldric




pre:
Name:       Baldric
Class:      Bard
Level:      2
Race:       Human (When you first enter a civilized settlement someone who respects
               the custom of hospitality to minstrels will take you in as their
               guest)
Alignment:  Chaotic
Look:       Fiery Eyes, Wild Hair, Traveling Clothes, Fit Body
Bonds:      TBD

Stats:      Strength:       12
            Dexterity:      9
            Constitution:   13
            Intelligence:   15
            Wisdom:         9
            Charisma:       16

HP:         19
Damage:     d6

Moves:      Arcane Art: When you weave a performance into a basic spell,
            choose an ally and an effect:
                - Heal 1d8 damage
                - +1d4 forward to damage
                - Their mind is shaken clear of one enchantment
                - The next time someone successfully assists the target with
                  aid, they get +2 instead of +1.
            Then roll+CHA. On a 10+, the ally gets the selected effect. On a
            7-9, your spell still works, but you draw unwanted attention or your
            magic reverberates to other targets affecting them as well, GM's
            choice.

            Bardic lore: Legends of Heroes Past
            When you first encounter an important creature, location, or item
            (your call) covered by your bardic lore, you can ask the GM any one
            question about it; the GM will answer truthfully. The GM may then
            ask you what tale, song or legend you heard that information in.

            Charming and open: When you speak frankly with someone, you
            can ask their player a question from the list below. They must
            answer it truthfully, then they may ask you a question from the
            list (which you must answer truthfully).
                - Whom do you serve?
                - What do you wish I would do?
                - How can I get you to ______?
                - What are you really feeling right now?
                - What do you most desire?

            A port in the storm: When you return to a civilized
            settlement you've visited before, tell the GM when you were last
            here. They'll tell you how it's changed since then.

            IT GOES TO ELEVEN: When you unleash a crazed performance,
            choose a target who can hear you and roll+CHA. On a 10+ the target
            attacks their nearest ally in range. On a 7-9 they attack their
            nearest ally, but you also draw their attention and ire.

Gear:       A stolen horn
            Leather armor (1 armor, 1 weight)
            Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and
            short sword (close, 1 weight)
            Halfling pipeleaf

Bonds:      Marcos trusted me with a secret.
            I am writing a ballad about the adventures of Inga.
            Gurg is often the butt of my jokes.
            I sang stories of Tessok long before I ever met him in person.

Nung never whistles without good reason, so Baldric already knows bad things are happening as he slaps his way up from belowdecks, hastily buckling on his armor while holding Varg's crappy old sword under his armpit. He makes eye contact with Nung, who wordlessly points at the port rail, clambering over which are bunch of fuckin'

"SHARKERS!", yells Baldric. "All loving hands! Bring something loud or pointy or both and GET ON DECK!"

Musical Accompaniment

I can't think of any better way to kick things off than by TAKING IT TO ELEVEN. Which I will do once I work out how to actually roll for success.

Defy Danger + STR: 2d6 5 Not sure if I needed this, since I wasn't really planning on moving across the deck, but in case I did, that did not go well.

IT GOES TO ELEVEN (+CHA): 2d6+2 5 ....and we're off to a fine start.

Benny Profane fucked around with this message at Mar 9, 2013 around 04:09

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


Marcos Flores Santiago

"Sharkers?"

Captain Santiago steps out of his cabin, barely keeping to his feet while the deck slopes underneath him. It's bad enough that something has to keep him away from his wonderfully jewel-studded gold mirror. To think these raiders can try to tip his ship over and take what doesn't belong to them? Well, fortunately his own things are bolted down.

"They're chose the wrong ship to raid, that's for sure." He tells to all his hands on deck. "I need several of you on port side, now! Get rid of those foul hooks! The rest of you louts, follow me!" Above the waves or below the depths, pirates are still pirates. His crew will cut through these sharkers all the same.

"I am Marcos Flores Santiago, captain of this ship you trespass." He draws his rapier and approaches the boarders. "Cease your assault and maybe I will let you monsters live. Or perhaps you prefer the cold embrace of elven steel?"

Defy Danger +Dex = 9, so I suppose that'll probably bite me a bit.
Flaunt Superiority = 9, again. Come at me, sharkbros.


pre:

Class: Noble
Race: Elf
Alignment: Chaotic (Subvert or defy the system.)
Look: Cunning Eyes, Stylized Hair, Noble's Clothes, Handsome Body

Stats
STR: 8 (-1)
DEX: 16 (+2)
CON: 12 (+0)
INT: 9 (+0)
WIS: 13 (+1)
CHA: 16 (+2)

HP: 16/16
Damage: d6
Armor: 1

Moves
Connections
When you put out the word that you need access to something or someone, roll +CHA. 
On a 10+, choose one.  On a 7-9, choose two.  On a 6-, choose three, and there's a hangup. 
The GM will let you know what went wrong.
• It costs a lot of money
• It will take a while before you get any results
• You will need to go out of your way to get it
• You will owe someone a favor for this

Esoteric Training
You grew up in a lavish and luxurious manner; no cost was spared in your pleasure or 
education. Pick two subjects from the following.  When one of your Esoteric Training
subjects would apply to any roll you make,  take +1 to that roll. You can only gain this
bonus once per roll, even if more than one Esoteric Training applies.
• Dueling
• Sailing

Lordly Calibre
When you aid or interfere with another PC, increase the bonus or penalty by 1.  When 
you order or recruit hirelings, take +1.

Hired Assistant

quote:

Name: Camilia Class: Thief Alignment: Neutral (Avoid detection or infiltrate a location.) Look: Shifty Eyes, Magnificent Crown, Black Feathers, Predator Form Damage: d8 HP: 6/6 Moves Backstab Bird Of Prey When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+ DEX. On a 10+ choose two. On a 7–9 choose one. •  You don’t get into melee with them •  You deal your damage+1d6 •  You create an advantage, +1 forward to you or an ally acting on it •  Reduce their armor by 1 until they repair it Gear: Dagger and short sword Talons (hand, 1 weight), (close, 1 weight) 3 throwing daggers ("just in case") (thrown, near, 0 weight) Tough hide (1 armor, 1 weight) Bird feed (5 uses, 1 weight) Healing potion (0 weight) Oil of Tagit (3 uses, 0 weight) Load: 4/8 Desire: Thrills
Flaunt Superiority When you insult and threaten an intelligent creature, roll +CHA. On a hit, they're angry at you and all their focus is on you. On a 10+, take +1 ongoing against them until they calm down. Gear: Rapier (close, precise, 1 weight) Dungeon rations (5 uses, 1 weight) Sensible leathers (1 armor, worn, 1 weight) Noble's Gear (5 uses, 0 weight) (Spend 1 use of Noble's Gear to gain any nonmagical item in the Equipment chapter of the Dungeon World core rulebook, from weaponry or adventuring gear to a merchant ship or a summer home. For treasures or other trade goods, one item can have a maximum value of 200 coin.) Load: 3/7 Bonds: Baldric served in my father's ship, and I was cruel to him. Gurg served in my father's ship, and I was kind to him. Inga is an uncultured savage, but I will teach her the finer things. Tessok amazes me with his skill and talent; I hope to learn from him.

TurninTrix fucked around with this message at Mar 20, 2013 around 13:59

wrl
Sep 17, 2004
omg<3kittens

Baldric, the rocking of the ship causes you to retch mid lyric. Your song is a bust, pick one:
The crew is confused and disoriented. Nobody may utilize their services for a few moments.
You've established yourself as an officer, drawing the attention of two Sharkers who descend upon you with tridents.


Marcos slips mid sentence as he makes his grandstand against the slimy raiders. Pick 1:
Slide all the way to the port, into combat with two Sharkers.
Slip to your rear end, take -1 forward, but you only draw the attention of one of the creatures.

wrl fucked around with this message at Mar 9, 2013 around 06:56

exuma
Feb 8, 2013



Tessok Urdinga
HP:16/16 Charge:3 XP:1




quote:

Mad eyes, Greasy hair, Wrapped Skin, Small Body

STR 16 (+2)
DEX 13 (+1)
CON 12 (+0)
INT 16 (+2)
WIS 8 (-1)
CHA 9 (+0)

Damage: D8
Armour: 2
HP: 16
Charge: 3

Chaotic: Use a Gadget in a new and surprising way that it wasn't meant for.
Dwarf: Your first thought when you started making gadgets were to make weapons and armour. You ignore the clumsy tag on armour you wear.

BONDS
Marcos Flores Santiago is as green as grass.
Baldric helped me with one of my projects. I owe them.
Inga called me mad. Mad! I'll show them!
Sailors say a Bullywug navigator brings good luck. Gurg will get us home.

Gadget Belt
When you take a short break to recharge and fine-tune your Gadgets, set your Charge to 3. This Charge is used to power your Gadgets
When you use one of your Gadgets as a Weapon, you can spend 1-Charge to roll +INT instead of +STR or +DEX.
When you use one of your Gadgets to Volley, if you would mark ammo, spend 1-Charge instead.
When you have less than three gadgets or want to replace one of your existing gadgets for any reason, you can make a replacement by spending a day or so in a workshop.

Field Test (INT)
When you use one of your Gadgets to get out of a tight spot, describe what it does and roll +INT. On a hit, it works as expected, but choose 1. On a 7-9, choose 2 instead:
• The Gadget's effects won't last long - you'll need to hurry to take advantage of it.
• The Gadget draws unwanted attention or puts someone in a spot.
• The Gadget is damaged. You can repair it, but it will take some time and concentration.
• The Gadget drains your reserves - spend 1 Charge.

Jury-Rig (INT)
When you quickly fix, repurpose, or fabricate a device on the spot, describe what you're doing with it and roll +INT. On a 10+, it'll hold together just as long as you need it to.
On a 7-9, choose one:
• It'll work, but not for long. You'll need to hurry to take advantage of it.
• It works, but there's a weird quirk or complication to it.
• It'll work, but it needs some juice. Spend 1 Charge.

Let Me See That
When you take a few moments to handle or examine something interesting, ask the GM two of the following questions. The GM must answer truthfully.
• What does this do?
• Who made this?
• What’s wrong with this, and how might I fix it?
• What has been done most recently with this, or to this?

Gadgeteer
Add 2 more Gadgets to your Gadget Belt. When you have less than five
gadgets or want to replace one of your existing gadgets for any reason,
you can make a replacement by spending an hour or so in a workshop.

GEAR
Load: 9/11
Mechanical Suit (2 armor, clumsy, 3 weight)
Adventuring Gear (5 uses, 1 weight)

Alchemic Propulsion Device (Alternate Movement (Underwater), 1 weight)
Steam Explosion Boots (Alternate Movement (Jumping), 1 weight)

Cryogenic Field Glove (Hand, Elemental (Ice), 1 weight)
Clockwork Amplification Rod (Reach, Piercing 2, 1 weight)
Ectoplasmic Beam Cannon (Near, Forceful, 1 weight)

When he hears thumping on the hull, Tessok climbs into his mechanical suit. "It had better not be," he mutters to himself, and the cry of "Sharkers!" neatly completes his grumble.

Emerging onto deck, he looks portwards, and spots the grappling hooks. Better deal with them first, or we're all drowned. He switches a lever on his belt, and a high pitched whine fills the air. It's quickly followed by the soft thump of steam bursting from his boots, which fires him into the air.

Defy Danger - steam boots (dex): 2d6+1 5 We're all rolling well!

Seems like he applied a little too much force. Looking down, he sees the side of the ship fly past, and prepares for splashdown.

exuma fucked around with this message at Mar 9, 2013 around 10:21

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


Marcos Flores Santiago

That's no option at all, an elf does not slip on his rear end! Santiago manages to stop himself by the railing before he goes overboard. He turns his back on the port side, as two of those foul creatures almost catch him unawares.

"Very well, I'll dislodge these hooks then." He declares, though he does need to deal with these bastards first. "On your guard!"

The elf springs straight to the sharkers, his rapier goes on a flurry of thrusts and slashes.

Hack and Slash = 11, dealing 5 damage. Choosing to avoid an enemy attack.

Benny Profane
Feb 23, 2012

approaching the apocheir

Baldric HP:19 XP:1

"This one's a tune about how sharkers taste like poo poo! It's called 'Not Even Good For Bait'!"

Baldric draws a huge chestful of air in preparation for roaring out song over the raging sea, but unfortunately chooses to do so at the exact moment as a wave crashes over the side of the ship. Baldric ends up inhaling a goodly volume of frothy seawater with a faint sharker aftertaste, and his song ends somewhat prematurely as he begins to cough violently. The introductory banter was sufficient, however, to attract the attention of two gnarly looking sharkers, however, who proceed to half-crawl towards him with creepy jerking motions. Baldric grasps ahold of the rail near the crew hatch and brandishes his sword as he prepares to defend the crew's access to the deck. "Anytime you fuckers want to get up here and start killing things, that would be just fine and dandy by me!", he yells down the hatch as the sharkers close distance.

Defending the crew hatch +CON: 2d6+1 5 ....yaaaaay.

Benny Profane fucked around with this message at Mar 9, 2013 around 18:09

wrl
Sep 17, 2004
omg<3kittens

One of the valve's on Tessok's boots makes a squealing noise sending him shooting into the air and upside down. Pick 1:
Fall for 1d4 damage. (Pierces Armor)
Get tangled in one of the masts.

The elf's blade flashes brilliantly, opening up a series of cuts all over one of the sharker's body, it roars, a horrible smell emitting from its thousand-tooth maw. It is gravely injured, but continues to strike at Marcos.

THUNK!

Another hook buries itself in the wooden railing next to Marcos.

Two additional sharkers wield their cruel tridents, slashing at Baldric as he tries to hold his ground at the doorway. One of the blades connects across Baldric's chest for 1 damage, but Baldrics armor denies it, leaving only a slash in his shirt.

(So the crew is free to use I recommend people take a gander at the Hireling rules)

wrl fucked around with this message at Mar 9, 2013 around 18:21

Gazetteer
Nov 22, 2011

Full or empty, you've still got half a glass.

quote:

Name: Inga
Class: Fighter
Level: 2
Race: Human (Once per battle you may reroll a single damage roll (yours or someone else’s)
Alignment: Neutral (Defeat a worthy opponent)
Look: Hard Eyes, Wild Hair, Calloused Skin, Lithe Body

Bonds:
Baldric owes me his life, whether he admits it or not.
I have sworn to protect Captain Marcos.
I worry about the ability of Tessok to survive on the ocean.
Gurg thinks little of me. I would prove him wrong.

Stats:
STR: 16 (+2)
DEX: 13 (+1)
CON: 15 (+1)
INT: 9 (+0)
WIS: 12 (+0)
CHA: 8 (-1)

HP: 25
Damage: d10

Gear (Load 5/14):
  • Signature Weapon (Sword, close, well crafted (-1 weight), blood stained)
  • Scale armour (Armour 2, weight 3)
  • Dungeon Rations (5 uses, 1 weight)
  • 2 Healing potions (0 weight)
  • 22 coins
Moves:

Bend Bars, Lift Gates

When you use pure strength to destroy an inanimate obstacle, roll+Str. On a 10+, choose 3. On a 7-9 choose 2.
  • It doesn’t take a very long time
  • Nothing of value is damaged
  • It doesn’t make an inordinate amount of noise
  • You can fix the thing again without a lot of effort

Armored

You ignore the clumsy tag on armor you wear.

Signature Weapon

This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.

Scent of Blood

When you hack and slash an enemy, your next attack against that same foe deals +1d4 damage.

It didn't take particularly long to figure out what a "sharker" was. Horrifying monsters with inhuman features and too many teeth: This was exactly what Inga signed up for. She emerges onto the deck fully armoured, with her father's sword naked in her hand. A savage smile spreads across her face as she locks eyes with the nearest fishman.

She attempts to dash heedlessly across the pitching deck, visions of red shark blood mixing with seawater filling her head.

Defy Danger + dex: 2d6+1=5.

But the sea god intervenes! The deck gives a particularly violent kick, and she finds herself thrown hard onto her side. Not a good position in present circumstances.

Gazetteer fucked around with this message at Mar 9, 2013 around 18:56

exuma
Feb 8, 2013



Tessok Urdinga
HP:16/16 Charge:2/3 XP:1


Just when he's sure that he's going to end up in the brine, Tessok is caught in the rigging. Upside-down. Still, dignity is the least of his worries right now. He pulls a large pistol, with an unusually wide barrel, from his belt; the Ectoplasmic Beam Cannon was made for times like this. He pulls a lever on the top backwards. A faint green glow permeates the air around the gun. He pulls the trigger. A beam of green gloop flies towards one of the hooks.

Volley (Dex) at a hook!: 2d6+1 7 Woohoo
Damage: 1d8 2 note the Forceful tag too...
Choosing You have to take several shots, reducing your ammo (charge) by one.

Manifest Dynasty
Feb 29, 2008


Gurg
HP:20/20 Ammo: 5/6 XP:0 Spells Prepared: Cure Light Wounds, Bless
There is a movement in the shadows below the hatch, and suddenly a harpoon whistles by Baldric's head. It catches the shoulder of one of the advancing Sharkers. Gurg finally arrives above deck, fixing a broad head to the shaft of a fresh harpoon. "Maybe if'n ya'd move yer rear end outta the way, we'd getta chance!" he shouts back at Baldric. He turns back to the hatch and lets out a croaking squawk. A moment later, there is a rush of air as a huge white albatross swoops into the sky.

Volley (Dex) at a sharker: 2d6+2 8 Chose the ammo reduction
Damage: 1d8 2


pre:
Name: Gurg
Class: Ranger
Level: 2
Race:  Bullywug
Alignment: Libertarian Chaotic (Free someone from literal or figurative bonds.)
Look: Black Eyes, Leathery Skin, Traveling Clothes, Lithe Body

Bonds:
I have guided Marcos before and they owe me for it.

Baldric is a friend of nature the sea, so I will be their friend as well.

Tessok has no respect for nature the sea, so I have no respect for them.

Inga does not understand life in the wild on the sea, so I will teach them.

Stats:
STR: 13 (+1)
DEX: 16 (+2)
CON: 12 (+0)
INT: 9  (+0)
WIS: 16 (+2)
CHA: 8  (-1)

HP: 20
Damage: d8

Companion: Albatross [Charlie]
 Base: Ferocity +1, Cunning +2, 1 Armor, Instinct +1
 Strengths: Keen Senses
 Training: Hunt, Scout
 Weaknesses: Flighty

Gear (Load 7/12):
Hunter's Bow Harpoon (near, far, 1 weight)
Spear Also a Harpoon (reach, 1 weight)
Leather Armor (1 armor, 1 weight)
Bundle of Arrows a whole mess o' Harpoons (3 ammo, 1 weight)
Bundle of Arrows still more Harpoons (3 ammo, 1 weight)
Dungeon Rations (5 uses, 1 weight)
Adventuring Gear (1 weight)

Moves:

Elf Bullywug: When you undertake a perilous journey through wilderness whatever 
job you take you succeed as if you rolled a 10+.

Hunt and Track (WIS): When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 
7+, you follow the creature’s trail until there’s a significant change in its direction or mode of 
travel. On a 10+, you also choose 1:
    *Gain a useful bit of information about your quarry, the GM will tell you what
    *Determine what caused the trail to end

Called Shot: When you attack a defenseless or surprised enemy at range, you can choose to deal your 
damage or name your target and roll+DEX.
    *Head 10+: As 7–9, plus your damage 7-9: They do nothing but stand and drool for a few moments.
    *Arms 10+: As 7-9, plus your damage 7-9: They drop anything they’re holding.
    *Legs 10+: As 7-9, plus your damage 7-9: They’re hobbled and slow moving.

Command: When you work with your animal companion on something it’s trained in…
    …and you attack the same target, add its ferocity to your damage
    …and you track, add its cunning to your roll
    …and you take damage, add its armor to your armor
    …and you discern realities, add its cunning to your roll
    …and you parley, add its cunning to your roll
    …and someone interferes with you, add its instinct to their roll

God Amidst the Wastes: Gain the Commune and Cast a Spell cleric moves.  Treat yourself as a cleric 
of level 1 for using spells.  Every time you gain a level thereafter, increase your effective cleric level by 1.
Deity: Mama Waters

Commune: When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:

-Lose any spells already granted to you.
-Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which 
 is a higher level than your own level.
-Prepare all of your rotes, which never count against your limit.

Cast a Spell: When you unleash a spell granted to you by your deity, roll+Wis. ✴On a 10+, the spell is 
successfully cast and your deity does not revoke the spell, so you may cast it again. ✴On a 7–9, the spell is 
cast, but choose one:

You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and 
have it granted to you. Note that maintaining spells with ongoing effects will sometimes cause a penalty to 
your roll to cast a spell.

Manifest Dynasty fucked around with this message at Mar 10, 2013 around 22:30

wrl
Sep 17, 2004
omg<3kittens

Inga's heavy armor turns her into an anchor without a chain, she slips to her knees after only a few steps and goes careening past Marcos into the port-side railing, her legs dangling over the edge as a few more sharkers climb up their twisted-weed ropes. (Defy Danger +STR or +DEX to regain your footing)

BLORP! The green glob from Tessok's strange weapon takes out one of the ropes sending the sharker trying to climb it into the blue. The recoil sends the dwarf swinging back and forth, turning him into a giant pendulum. (Defy Danger +DEX to get free, or +WIS to focus despite the odds)

RAAAAAAWG! Gurg's spear pierces the fin of the sharker, who promptly snaps it and throws the remains to the side. Its blood sprays across the planks.

Battle Report:
Marcos is battling two sharkers against the port-side railing, 1 injured.
Inga is hanging for her life from the port-side railing.
Tessok is swinging upside down from the rigging.
Baldric and Gurg battle with two sharkers at the main doorway to the inside, 1 lightly injured.

Two more sharkers have made it to the deck and are exchanging blows with the crew.
Four hooks remain stuck to the side of the ship, the fifth severed by Tessok's shot.
The ship continues to lean at about a 20 degree incline towards the port-side.
The crew, having not received orders, is mostly in disarray.

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


Marcos Flores Santiago

"Inga!" Santiago deftly steps away from the sharker’s harpoon thrust. "Get off that spot and help me rally the crew!" He rushes across the railing to give his first mate a hand.

The sharkers tries to interupt his rescue, though by chance, the captain's bird finally decides to join in the fray. Camilia swoops down from above like a peal of lightning, surprises the pirates with a pair of talons at their eyes.

Aid Inga: 2d6+2 11. That's +2 to Aid for Inga's Defy Danger roll.
Camilia's Backstab Damage: 1d8 7

wrl
Sep 17, 2004
omg<3kittens

With assistance from Marcos, Inga is back and over the railing, no longer in imminent danger.
Inga pick 1:
You take a moment to regain your balance, take -1 forward.
One of the sharkers bites your outstretched arm for 1d6.


The injured sharker, dazed from its wounds and blood running in to its eyes fails to see the swooping bird, it flips over the railing, roaring with its dying breath as blood sprays into the air.

exuma
Feb 8, 2013



Tessok Urdinga
HP:16/16 Charge:2/3 XP:2


Tessok swings over the entire length of the deck , reaches a peak, and swings back. On the first swing he notices that the crew are a disorganised rabble, so on the return swing he screams, "Ya filthy swabs, get them hooks out of the side!". He reaches the peak of the second swing, which seems as high as the first, and resolves to slip free. The dwarf bends in the middle, and grabs the rope around his foot. It should be an easy job to...

Defy Danger - Goddamned Rigging: 2d6+1 3 SNAKE EYES! truly, the dice love us

exuma fucked around with this message at Mar 11, 2013 around 17:23

wrl
Sep 17, 2004
omg<3kittens

Tessok manages to slip free from the knot, but...
Pick 1:
You loosen yourself at precisely the wrong moment, careening over the port-side into the water.
You fall to the deck on your back, take 1d6 damage (no armor)
You awkwardly land on your ankle, making you Shaky (-1 to Dex modifier until healed)

exuma
Feb 8, 2013



Tessok Urdinga
HP:16/16 Charge:2/3 XP:2


Loyalty roll - shift them hooks: 2d6+1 8- for my last post.

You loosen yourself at precisely the wrong moment, careening over the port-side into the water.


Tessok lands in the water with an unceremonious plunk, and grabs his Alchemic Propulsion Device. He puts the small tight nozzle in his mouth, and a small fan on his back starts to whirr. He looks around - maybe he can stop those damned Sharkers from this side?

exuma fucked around with this message at Mar 12, 2013 around 18:05

Gazetteer
Nov 22, 2011

Full or empty, you've still got half a glass.

Inga
HP 22/25


One of the sharkers bites your outstretched arm for 1d6. 1d6=5, -2 for armour. 3 damage.

This particular rescue was something of an indignity. A much smaller one, of course, than dying in a battle entirely because of her own clumsiness -- it would have been a hard sell if she had arrived before the sea god without having wet her blade with anything but sea water. Her grunt of thanks abruptly turns into a cry of pain.

The skulking, treacherous creature had waited until she was in this position to attack her! Now its massive jaws were clamped around her left arm, trying to crush through her armour. She turns her shout into a battle cry, and brings her sword down onto the sharker's neck.

Hack and Slash: 2d6+2=5

Or not.

wrl
Sep 17, 2004
omg<3kittens

"The midget wants us to cut the ropes!" One of the crew yells.

"Only if he cuts me some a slice of pie after this bullshit!" Another responds back, joined by hearty laughter.

And then Tessok spiraled through the air into the sea.

"Quick, before he can get back!" The first sailor laughs, the rest join, fighting their way to a rope and cutting it. Three ropes remain.

Meanwhile, Inga's bloody arm proves her downfall. The sharker twists and pulls her to the deck.

Bite - Retaliatory: 1d8 2

But it proves to be superficial pain... a fire burns in her eyes.

wrl fucked around with this message at Mar 12, 2013 around 04:16

Benny Profane
Feb 23, 2012

approaching the apocheir

Baldric HP: 19/19 XP: 2

"Tergana! Put those comically oversized arms to some good use and help Davas with the wheel, there's enough loving slipping about to be had on this deck without the whole boat pitching unnecessarily! Smelly Cor, get that bloody sail furled! Just because we're apparently beset upon by sharkers doesn't mean you can stop sailing the bloody ship!" Baldric parries away another trident thrust as the ship heaves. "Nung! You, Ergon and Tirvas get your knives out and get these hooks off our rails!" Another trident thrust, this one sliding off Varg's lovely sword and nearly taking a chunk out of Baldric's ear. "AND KARVA, IF YOU COULD GET OVER HERE AND KINDLY PUNCH THE poo poo OUT THIS SHARKER I WOULD BE QUITE PLEASED." Baldric sees an opening and swings, just as Karva lumbers over with bloody murder written all over her face....

Putting 2 crew into getting the ship under control, 2 crew into pulling hooks, and 1 crew into helping out Baldric's hack & slash move:

Getting the ship under control (+2 SSD): 2d6+2 13

Pulling hooks (+2 crew): 2d6+2 10

Stabbing some sharker: 2d6 7 Well, at least it's not a 5.

Dealing damage (plus assist from Karva): 1d6+1 6 Boom! *drops mic*

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


Marcos Flores Santiago
HP: 16/16, Damage: d6, Armor: 1, XP: 0

"Good show, Camilia." Santiago watches his bird fly off quickly from the fray, before the other sharker gets a chance to retaliates. He readies his sword again in order to finish job. "Now, you my friend should stay down so I can get your hooks off my ship."

He moves up the sloping deck and tries to plug his sword straight at the pirate's gut. The shifting of the waves doesn't help much with his footwork, though.

Hack and Slash: 2d6+2 6 Guess my luck is running out.

Gazetteer
Nov 22, 2011

Full or empty, you've still got half a glass.

Inga
HP 22/25


The blood is pounding in Inga's head now -- she is truly furious. With a roar, she throws all her strength into pushing herself up, putting all her weight behind driving her blade as deep into the creature as she can. "You are not fit to feed the dogs!" She rips the sword out savagely, making sure to do as much damage coming out as the strike did going in.

Hack and Slash: 2d6+2=12
Damage: 1d10=9
"At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack."
Damage: 1d6=6
15 damage.


She came into this expecting blood, and blood she would get!

wrl
Sep 17, 2004
omg<3kittens

PLUNK

Tessok hits the water, kicking in his propulsion device before he sinks like a stone. Several more figures can be seen beneath the surface, but it is hard to make out what or how many. One in particular, whatever the ropes are attached to, is gigantic. Another sharker is about to release their hook at the side of the boat. Two more are climbing up. The chop is making it difficult to control your device, you will need to Defy Danger +Dex or +Wis to navigate the waters safely.

Meanwhile, Baldric and Gurg exchange blows with two sharkers while Baldric yells commands to half the crew. The crew, now fully back to work, manage to pull the ship upright. It is no longer angled and movement should be safe, for now. Whatever is tugging the side of the ship, however, is making steering rather difficult.

A few more crew unhook another rope, but not before a sharker finishes climbing it. It takes off the head of Ergus with a swipe of its rusty blade. (This roll should have been +loyalty so it would have only been a 9)
Take -1 loyalty forward while Ergus' fellow sailors get over the shock of his death

Baldric calls over some of the gnarlier sailors, they all exchange blows with the bleeding sharker. The sharker turns quickly and wraps its massive jaw around Karva's head, blood trickles down from his neck and over his clothes. Baldric seizes the opportunity to strike, digging his rusty blade deep into the sharker's exposed back. It collapses to the ground, Karva is unconscious, his head still inside the dead sharker's maw.
Lost 1 rank of Warrior until he can be healed.

Marcos and Inga struggle at the edge of the boat. The remaining sharker, avenging the death of his brother tackles Marcos to the ground, digging its claws into his shoulders.
Damage - Tackling Marcos: 1d8 5

Its rear exposed, it turns just in time to see Inga's blade coming at it. It swings its own blade, aiming for Inga's weak arm.
Damage - Realiatory vs Inga: 1d8 5

It further opens the bleeding wound, but the stoic warrior is unphased. The sharker's head rolls off the side of the boat while its limp body collapses on top of the fallen Marcos.

HOOOOOONK!! The remaining four sharkers on the deck join together in making some long, strange, horn-like noise. A war call perhaps? Or something else?

The water bubbles around Tessok.

*Battle Report*
Gurg and Baldric have one remaining sharker to contend with.
Marcos and Inga are unengaged.
Tessok is in the blue, things are happening around him, but he's not sure what.

2 ropes remain. Another is about to be connected.
2 sharkers are climbing those connected ropes.
3 sharkers remain on the deck exchanging blows with the crew, a fourth against Gurg and Baldric.

exuma
Feb 8, 2013



Tessok Urdinga
HP:16/16 Charge:2/3 XP:3


Tessok dives towards the large shadow in the water.

Swimming through the chop (Dex): 2d6+1 5 lol

Manifest Dynasty
Feb 29, 2008


Gurg
HP:20/20 Ammo: 5/6 XP:0 Spells Prepared: Cure Light Wounds, Bless

Charlie swoops down through the sheets of rain, cawing and pecking at the back of the remaining sharker facing Gurg and Baldric. As the sharker turns to strike at the new threat, Gurg rolls to the side and thrusts at his newly exposed flank.

Hack and Slash the remaining sharker: 2d6+1 7

H&S damage (+1 from Charlie's Ferocity): 1d8+1 2

Gazetteer
Nov 22, 2011

Full or empty, you've still got half a glass.

Inga
HP 19/25


Bracing a foot against the headless sharkman, Inga rolls its corpse off of her captain. He was breathing -- that was good. She hadn't thought a blow like that would be enough to kill him, but her impression of elves so far was not that they were a particularly hardy folk.

"We are down a man," she comments. Face scowling, she points to Ergus's head with her sword as it rolls up against the side of the ship. "Vexing creatures." With that, she charges toward the nearest of the three sharkers left on deck.

Defy Danger: 2d6+1=9

Benny Profane
Feb 23, 2012

approaching the apocheir

Baldric HP:19/19 XP:2

HOOOOOONNNKKK!!!! At the sound of the four sharkers bellowing their horn-like cry, a righteous fury bubbles up in Baldric's chest.

"You've gone too far now, you cartilaginous cretins! You might have dreamed of stealing away our precious cargo of Elvish non-alcoholic drinking leaves, but nobody sings on this boat without my say-so! Join in when you know the words, crew, this one's for Ergus: it's called MAELSTROM OF DECAPITATION!"

IT GOES TO ELEVEN: 2d6+2 10 targeting one of the three sharkers in the middle of the deck, not the one with its mouth full

Benny Profane fucked around with this message at Mar 13, 2013 around 23:20

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


Marcos Flores Santiago
HP: 12/16, Damage: d6, Armor: 1, XP: 0
That's four damage with armor, right? This is my first DW character who actually has an armor value.

"Many... thanks." Captain Santiago heaves off the stupid corpse with the help of Inga. How humiliating. That sharker completely ruined his fine coat. And maybe uh, left him bleeding on the shoulders, that is bad too. But at least the tide is turning in their favor.

Or so he wants to believe. What is that horn? Santiago stops clutching his chest and finds his sword again.

"Let's get these drat ropes off." He finds one of ropes still on portside and attempts to hack them away with his rapier. It's not a blade built for this sort of thing, mind. But with more sharkers climbing in, he has to make do, and do it fast.

Defy Danger +str: 2d6-1 2 Awful.

"Camilia!" He shouts, feebly striking at the ropes. "Camilia, you better get your tail here and help fend those bastards off!"

wrl
Sep 17, 2004
omg<3kittens

Inga charges headlong into the remaining sharkers, one of which has been driven mad and takes a chunk out of one of its allies for 5 (No need to Defy Danger Inga, the crew has leveled the ship).

Gurg exchanges blows with a sharker of his own, opening up a few small wounds.

Marcos has been struggling with the ropes, but the rapier proves to be a poor instrument for chopping. Without warning, a sharker twice the size of the others shoots out of the water, knocking him back on the deck for 6. It lands on the deck with a thunderous snarl. It wears jewelry and a crown of pearls and coral. The color of its flesh a pearly purple.
(Yes, reduce this and the last by 1. I'll say something if damage will pierce armor.)

"Pirate scum!" It yells in a guttural roar. "Return the Depthstone and we may choose to spare the lives of some."

You have no idea what it is talking about.

This apparent leader of the sharkers begins muttering something in a strange language, and its small black eyes begin to burn. It is channeling some sort of spell.

---

Beneath the surface Tessok spots it...



...A sea wyrm, the sharker's ropes tied to it. It has started swimming straight down, deeper into the water, attempting to capsize the Quivira. With enough of the ropes cut, though, the rest snap under the extra pull. One of the ropes gets wrapped around Tessok's arm, injuring him for 1 damage and pulling him ever-deeper.

---

Tessok is deep underwater, tied to a sea wyrm.
Marcos is bleeding and weary.
Gurg is exchanging blows with a nearly uninjured sharker.
Baldric is rocking the gently caress out.
Inga is charging in to the pack of 3 sharkers.
A giant, angry sharker is mid-deck and channeling a spell.

wrl fucked around with this message at Mar 15, 2013 around 04:25

exuma
Feb 8, 2013



Tessok Urdinga
HP:16/16 Charge:2/3 XP:4


A Sea Wyrm! Tessok thinks back to the stories that he's heard Gurg tell. Wyrms rear up, and breathe fire, which wouldn't be so good for the Quivira. But they're vulnerable too, if you can hit the little gills behind their spines. Better get into position then. Tessok starts hauling on the rope to pull himself closer to the beast. Hopefully it won't notice something as tiny as a dwarf sat on it's neck.

Going with STR for hauling on the rope - Lets sit on a Wyrms head! Defy Danger (Str): 2d6+2 5 Maybe we should change thread title to 'The Cursed Dice'

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


Marcos Flores Santiago
HP: 7/16, Damage: d6, Armor: 1, XP: 2

On his back (once more) and bleeding even more, Marcos gets a good glimpse of the King Sharker and whatever it's calling for. Ugh, that was a even worse wallop. Did he just break a rib this time? What in the gods is that Sharker talking about anyway?

"Fools..." He coughs out. "There is no De-"

A loud screech interrupts him, which is a good thing since he doesn't have the breath to finish his line. Camilia comes to his rescue again, striking at the King Sharker with her claws to interrupt whatever it's doing.

Santiago tries to stand up and help out his avian friend in her fight. He isn't done yet.

Hack and Slash + Damage: 2d6-1 5 noooo camilia

Benny Profane
Feb 23, 2012

approaching the apocheir

"---ecause you've lost your head! / In the Maelstrom of.... / DecapitatIOOOOOONNNN--- wait, what? Pirates? Surely you're joking, mate, does this loving look like a pirate ship to you? Our ship is full of leaves. It's a loving Elvish ship. Our captain, who is poked full of holes and possibly bleeding out (Oarfist and Csihar, can you go help our captain with his problem over there?) is an elf. How many loving elvish pirates do you know? Because I know a lot of pirates, and the answer, at least for me, is not many.

But look, anybody can make a mistake. Let's just calm down here, maybe stop casting that spell, and explain exactly what it is that's gone missing. It just so happens that we are skilled pirate hunters, and maybe we can come to some kind of agreement here where one: we help you with your problem (in exchange for suitable remuneration, naturally), and two: we're not forced to brutally murder you and drag the hacked-apart pieces of your corpse behind the ship in the chum net. Eh? How does that sound?"

Parley with King Sharker (+CHA): 2d6+2 8

Also ordering +2 protection worth of crew to help out Marcos

Gazetteer
Nov 22, 2011

Full or empty, you've still got half a glass.

Inga
HP 19/25


Oh, my bad. Sorry -- I could have actually done something last round.

Inga barely registers the newly arrived sharker leader. Baldric is shouting something, Inga notes in the back of her head. But Baldric was always shouting something, even if it was usually a bit more musical than what he currently was. Right now, the crew was struggling. Some of them could handle a sword, but most of them were woefully in over their head in a pitched fight. She swings hers sword in an arc at the nearest sharkman's head.

2d6+2=5

Perhaps these sharkmen were worthier opponents than she had originally thought.

wrl
Sep 17, 2004
omg<3kittens

Sorry about the delay. Busy busy. Its tough to find a solid 20-30 minutes to get a full response laid out.

Tessok tries to reel himself in, but he proves anything but hydrodynamic. The wyrm swims uncontrolled through the dark waters, Tessok has no idea where he is at this point.
Pick 1:
The water pressure is causing you to get dizzy, take the CONFUSED debility.
Further strain on your arm deals 1d6 damage.


Marcos, bleeding and wobbly, struggles to his feet with the help of a few of the crew. The large bird scrapes at the shark-lord to delay its incantation, but snaps of electricity start pulsing from the creature's body, one of which hits the bird with a sickening POP for 6. Camilia loses consciousness instantly.

In the chaos, Baldric stops his song and addresses the shark lord. Its eyes return to a piercing black and it responds...

"You dirtwalkers all look the same to me. Lay down your weapons. Stone or no, these are our waters!"

Its incantation is stopped, but you need to submit before it decides to reason with you.

Meanwhile Inga has tasted blood and she must be quenched. The sharker, a black, hammer-headed fellow with a pair of coral clubs, parries her dangerous strike with surprising strength. It sweeps hard at her legs for 3.

exuma
Feb 8, 2013



Tessok Urdinga
HP:15/16 Charge:1/3 XP:4


Taking the damage: My arms!: 1d6 1

Brute force clearly isn't going to work, so it's time for Tessok to apply science to the problem. The dwarf pulls out his Ectoplasmic Beam Cannon again. Water is notoriously resistant to ectoplasmic vibrations (that's why ghost ships never sink), so firing the weapon underwater should massively increase the recoil. It may even be possible to use it for extremely powerful bursts of propulsion.

Of course, all this is theory, and science demands rigorous experimentation. Tessok aims the weapon in the opposite direction to the wyrm, and fires. One way or another, he's going to grab that beast by the neck

Field Test (INT): 2d6+2 10 An actual, honest-to-goodness, 10+! Choosing The Gadget drains your reserves: spend 1 Charge as the 'won't last long' option feels like a cop out in this context.

Benny Profane
Feb 23, 2012

approaching the apocheir

Baldric HP:19/19 XP:2

Big and Fabulous Sharker posted:


"You dirtwalkers all look the same to me. Lay down your weapons. Stone or no, these are our waters!"


"I do apologize, my dear fellow, but in my haste to get above-decks just now I seem to have neglected to bring along my scabbard --- perhaps I could leave this fine weapon in the care of your subordinate here?"

Baldric makes to hand his sword over to the sharker grappling with Gurg, and redirects at the last moment to drive the point towards the sharker's eye:

Sword to the eye!: 2d6 4 Crud.

TurninTrix
Feb 28, 2011

SING A SONG OF SIXPENCE
A BATHTUB FULL OF DOSH


Marcos Flores Santiago
HP: 7/16, Damage: d6, Armor: 1, XP: 2
Assistant HP: 1/6, Damage d8, Armor: 1 XP: 1

"Camilia, no!"

The great bird puts up a steady fight, though the Sharker Lord wields greater power than his scummy brothers. Camilia barely survives the blast of lightning and flies involuntarily against the deck. Marcos looks to his bird, and then stares down the shark bastard. Either way, he only sees red.

The Captain runs to the Sharker Lord after Baldric's ill attempt at a feint. Two of his crewmen screen screen him from any further attacks, though they stay the hell away when he breaks through the Lord's defenses with a thrust and a swing.

"You BASTAAAAARD!" He cries out when he jams his rapier at the Sharker's weak point.

Hack and Slash + Damage the Sharker Lord: 2d6+2 11 to deal 1d6 4 damage. Choosing to expose myself to attack for extra damage.
Extra H&S Damage: 1d6 4 damage for a total for 8 damage.

Manifest Dynasty
Feb 29, 2008


Gurg
HP: 20/20 XP: 0 Spells: Cure Light Wounds, Bless


"Dirtwalker, is I?! Dirtwalker?!" Gurg turns to the sharker threatening him. He rears back and spits. A massive stream of grean and brown, saliva mixed with the narcotic seaweed he always chewed, splatters across the sharker's eyes. As the sharker is momentarily blinded, Gurg takes the opportunity to leap away. He slides across the wet deck and comes to a stop at Marcos' back. He puts a hand on Marcos' shoulder, and the Captain feels his strength returning.

"NOW yer jus' bein' downright rude! You'n me, let's see how much Mama cottin's ta some guppy what got's too many teeth thinkin' he owns 'er. Ya got too mucha That Bastard Sun in ya, boy."

Defy Danger to disengage the sharker and reach Marcos: 2d6+2 11

Cast A Spell (+Wis) to heal Marcos: 2d6+2 7 Taking the draw attention type consequence.

Heal Light Wounds for Marcos: 1d8 8

Adbot
ADBOT LOVES YOU

Gazetteer
Nov 22, 2011

Full or empty, you've still got half a glass.

Inga
HP 18/25


The club hits Inga hard in the leg, and she can tell that she is going to have an ugly bruise after this is all done. She tries not to let it slow down her momentum. With a growl, she shoves her sword forward, sliding over the club holding it back and stabbing the sharker. The club's rough choral surface ensures that it goes crooked, however, delivering a glancing blow and nothing more. This creature was proving difficult enough to kill that she has to admit it might be worthy of at least a bit of recognition.

She pulls her sword out, taking a step back to put a little distance between herself and her opponent. "I am Inga, the Demon Spear's Daughter!" she shouts, sword pointed square at the sharker's chest. "Remember that name as I kill you!"

Hack and Slash: 2d6+2=9
Damage: 1d10=2

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply
«2 »